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Okay so what you want to do is go download Daggerfall from GOG. It's free and it's an absolutely massive open world RPG that is still unmatched in sheer scope by the later Elder Scrolls games. Now, remember where you installed that game so you'll know where to find it.
Then what you'll want to do is head on over to the Daggerfall Workshop to download Daggerfall Unity. Daggerfall Unity is a port of Daggerfall into the Unity engine which already incorporates some basic quality of life upgrades (like WASD + mouse gameplay, fixing bugs, allowing you to turn off the game's awful "hold down the mouse button and drag the cursor around to simulate swinging" combat system for more sensible click-based combat, you can find this setting in the game's Options menu) but now you also have access to an absolutely massive modding scene. If you want you can pick up some mods that make the game "prettier" but like the game is already beautiful as is
DAGGERFALL SKELETON ATTACK
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The Montgomery Bus Boycott was initiated by the arrest of Rosa Parks on December 1, 1955, when she refused to give up her seat on a bus to a white passenger, violating the city's segregation laws that required Black people to sit at the back of the bus. It should also be noted that Black people could not be bus drivers in Montgomery, Alabama. Injustice perpetrated against Black people was the root cause of the Montgomery Bus Boycott.
The boycott launched against companies in America (i.e. Target, Meta Platforms, Amazon, McDonalds, Walmart, Ford, Lowes, Harley-Davidson, Brown-Foreman, John Deere, Tractor Supply) today, who rolled back their DEI programs, results from injustice perpetrated against Black people.
What made the boycott of the Montgomery Bus System successful was that Black folk were unified in sacrifice because they recognized that there was STRENGTH IN UNITY. The Black citizenry of Montgomery refused to ride the buses in their city for 381 days until segregation on the buses was no longer the law in Montgomery. This represented a major victory for the Civil Rights Movement. This boycott called for major sacrifices of our people back then because many Black people caught the buses to and from work. The sacrifices they made were far greater than the sacrifice we are asking Black people to make today when we ask you to boycott companies that have rolled back their DEI programs. We are not asking you to stop shopping for products and services that you need. We are asking you to boycott the aforementioned companies who rolled back their DEI programs.
Movements today require unified sacrifice. There is STRENGTH IN UNITY. The sacrifice we are asking you to make today is really to our collective advantage as a people. We are asking you to give up the convenience of shopping at familiar White businesses who will no longer hire you for a job and BUY THE PRODUCTS AND SERVICES YOU NEED AT A BLACK OWNED BUSINESS. If you are interested in searching for Black Owned Businesses from which to buy products and services, check out our website at:
https://www.blackrevolutionarycollective.com/
Click on the menu (double bars) in the upper right hand corner and then click the “Buy Black List” link. This will take you to a list of products and services. Click on the product or service of which you have an interest and you will be directed to the links of Black Owned Businesses in various geographical locations or online where you can purchase the product or service.
The purpose of our boycott today is for Black people to demonstrate the same solidarity to White Corporate America that the Black people in Montgomery demonstrated to the segregated city of Montgomery, Alabama back in the 1950’s. What we want to demonstrate to White Corporate America with our dollars is that WE ARE UNIFIED AND WILL NOT TOLERATE INJUSTICE PERPETRATED AGAINST OUR PEOPLE WITHOUT PUNISHING YOU ECONOMICALLY FOR IT BY SPENDING OUR DOLLARS ELSEWHERE.
Why would you ever want to spend your hard earned dollars somewhere you can’t even work?
Wake Up Black People!
Arinzechukwu Ture
All Power To The People
Ready For Revolution
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Dragon Age: Veilguard and the Cozy Apocalypse: Why Heroic Elitism in a Neoliberal Fantasy Just Doesn’t Cut It
So the world’s ending. Veil is collapsing. Blight is back and now it's a *SUPER* Blight. Demons, darkspawn, apocalyptic stakes.
Your party? Having book clubs. Brewing artisan coffee. Scheduling picnics in the Blighted South like it’s a wine-tasting retreat.
This is Veilguard, where “collective action” means trauma-dumping on your manager and expecting a promotion. It wants to be a story of unity—but it's really a fantasy about how a few emotionally burdened elites (aka: your party) are The Only Ones Who Can Save the World. Solidarity?
Rook, your protagonist, isn’t a leader. They’re a glorified therapist.
If you don’t resolve every teammate’s personal side quest?
They might just die in the final battle because they were “too distracted.” (No, seriously.) You can’t even ask them to table their existential crises until after evil gods have been stopped.
Now compare that to:
👉 Baldur’s Gate 3: Your companions have values. They’ll leave you if you cross them. It’s not about loyalty to the protagonist—it’s about who these people are. You don’t get punished with a worse ending, just a different one. Also, each “chosen one” character like the Dark Urge or Shadowheart, is an actual metaphor for generational trauma, not just a Randian power fantasy in disguise.
👉 Cyberpunk 2077: V can kill legends but still can’t fix Night City. That’s the point. You're powerful, but the system is bigger. The hopeful ending? Leaving it all behind to go live with your found family. Cyberpunk doesn’t lie about the cost of power—it makes you live with it.
Now back to Veilguard: Pick your flavor of Tevinter elite. Do you want moderate reform or spicy upheaval? No matter who you choose, it’s aristocrats all the way down. Well, almost: at the bottom there’s a woman taking care of the forgotten poor town because fixing slavery? Piece of cake! Fixing poverty? Revolution is off the menu.
Picnic, anyone?
TL;DR: Veilguard talks inclusion and collective action, but serves elite escapism on a silver platter. It’s the end of the world, and everyone’s vibe-checking their emotional growth.
#veilguard critical#bioware critical#da:tv critical#dragon age critical#snark#cyberpunk 2077 is so good y’all#baldur’s gate 3#bg3#cyberpunk 2077#spoilers#veilguard is neoliberalist accidentally
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game mechanic i'm thinking of rn:
ok so, imagine a game in Unity —
Game mechanic is: you have magic (like in the power system) or abilities that you can use whenever and you can upscale them, level them up etc (to level them up you'd have to get social points or experience probably?) and this magic during battles or events would have no cost at all like no MP
EXCEPT they cost time. each skills/talent/ability cost an amount of time. real time.
in the menu, there's a timer that keeps up with that, and at some point during the game, (or multiple) you'll have to wait in a whitespace/empty sandbox area until that timer runs out. how's that sound?
i think i'd want to avoid over punishing players by adding timed events or lore progression or rare items in the whitespace, or perhaps level up opportunities in there........... like i'm imagining a "no time" speedrun or other types of whacky speedruns..
#mostly thinking about my ocs#because this system would be immensely based on the power system i already have#developed for these characters#.odt
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I participated in the Micro Jam this weekend! Tyler, creator of the Latios Framework for Unity's DOTS, runs an annual game jam with his friends and I've ended up becoming something of a regular in it.
We made a game called Sanguis Velocitas, in which you're a chompy alien eating blood and spraying it out of the back to go. It's somewhere between asteroids/Jet Lancer, and those games where you're a little fish. Don't spend too long around the poisonous macrophages...
It was a pretty intense jam but it paid off - unlike every previous jam I've been in, the team did not fall apart, and we had a working game at the end of it! here's some of the stuff I did...
on Friday I modelled, rigged, texture painted and animated the main character 'chompey', kind of like a little Audrey II...
on Saturday I wrote the character and animation controllers for chompy, which involved some fiddly quaternion stuff. (Tyler/Dreaming381 gave it a little work after me to smooth out some jitter.)
and today, I did most of the visuals for the game while my friends worked on coding up all sorts of other behaviours - enemies, menus, etc.
that included cooking up a Blender system to generate gnarly looking caves using Geometry Nodes...
which are naturally inspired by Chris Riddell's illustrations of Sanctaphrax. It basically computes a 3D Voronoi pattern on voxels and shapes it with various functions of the distance from the level geometry, then meshes the result. (I was loosely inspired by the techniques used in Solar Ash to procedurally add detail using Houdini.)
Along with that, I piled up a big stack of post-processing effects to render that in Unity, and cooked up a nice little shader for rendering the pulsing effect on the walls and the red blood cells. I may have gone a little overboard but it was nice to be on a platform where post-processing and shadows are actually an option lmao.
Then in like the last 20 minutes I made the particle effect for blood.
I never made a model for the macrophage enemy or a shader for its poison cloud, but outside of that, I got pretty much everything I wanted to do done, and I'm very happy with what came out. Go try it out if you like and maybe leave a rating~
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⭐ Saturday Update!
Continuing work on the item menu and its associated systems! Equipping chips and charms are now fully functional, and the next steps will be applying their effects and abilities during battle!
A mail system is also being introduced, which wasn't present in the Unity version of Boundless! During your adventure, you'll get all sorts of messages from the friends and acquaintances you'll meet along the way, all conveniently accessible through your Etcphone.
🔖 Twitter || BlueSky || Main Blog || Questions? (Love to hear feedback!)
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May 2025.
I tried installing a set of themes on Ubuntu MATE 24.04.1 LTS in Distrosea today.
https://distrosea.com/
These themes are provided as a theme package found in vanilla MATE desktops such as Debian and Fedora.
MATE is the modern day continuation of GNOME 2, a very popular, efficient and functional desktop environment from the early 2000s.
The theme pack I selected are compactable GTK3/4 (Graphical Toolkit) versions based on classic GNOME 2 era themes.
Ubuntu MATE website:
https://ubuntu-mate.org/
Debian Linux website:
https://www.debian.org/
Fedora Linux website:
https://fedoraproject.org/spins/mate
See MATE Desktop website here:
https://mate-desktop.org/blog/
About the Graphical Toolkit user interface:
https://en.wikipedia.org/wiki/GTK
I used the MATE Tweak tool to adjust the panels from the 'familiar' layout to the 'traditional' layout. Here are many of the layouts available.
MATE Tweak can change the panel layout between Traditional (GNOME 2), Unity, Redmond (Windows) contemporary (Mac OS) style.
Here are many of the layouts available.
Afterwards, I used the command line to install the themes with the command: sudo apt install mate-themes.
This command then prompted me to agree the system changes and then it installed the required theme files to the list.
I opened up the theme folder in the Caja file manager. This shows all the ones installed on the system.
Next I opened the appearance preferences and cycled through each theme. There are a total of 12 new themes it added alongside the existing Yaru Colour theme collection for Ubuntu.
This package couldn't be installed graphical so this is why I installed it through the terminal. It is also available to install through the Software Manager on Linux Mint.
The theme package can also be installed on the Cinnamon desktop and other linux distributions.
I like these themes as they provide a more 3D feel and is refreshing to see themes for a desktop environment that hasn't moved towards flat design. It themes all the desktop elements from the windows, panels, drop down menus, CSD apps and widgets.
My favourite one is called YaruOK (blue), as it provides resizable window controls, 3D controls and provides a familiar look to the desktop. The theme is also called TraditionalOK.
This theme is a fork of a GTK2 theme called Clear-looks, which was created by Red Hat developers.
YaruOK is a modern variant that uses GTK3 & 4. The theme is rendered in SVG instead of PNG format which improves HiDpi scaling and features themed client side decorations for header bar windows such as the Disks utility.
I also added a GNOME Eyes widget onto the panel!
These fun set of eyes follow your mouse cursor around the screen and can help you find the cursor amongst the clutter of windows. It is built to be very lightweight.
I also like the workspace switcher on the bottom left, which allows you to switch between as many desktop workspaces as you want.
The little square windows within each desktop can be clicked on and moved to another workspace.
Like with other desktop environments, you can also right click a window and move it onto another workspace. Each desktop can be named for a assigned task.
A System Monitor widget can also be added to the panels to display CPU, Memory, Swap and Network processes.
There are many other very interesting widget to play around with on the desktop and panels as well!
Here are the MATE themes in Ubuntu Linux 24.04.1, integrating with the Cinnamon desktop.
Below are some theming screenshots from Debian MATE 12 Linux.
I've customised the panel, selected the compact menu and changed notification sizes to make it more clearer. The window lists stack onto each other with the increased size.
The MATE panels have adjustable transparency and can be re-coloured and textured very easily through its own preferences box.
See screenshots below!
A very interesting look at the user interface elements found in GNOME 2, MATE and Cinnamon Linux desktop environments!
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i love gamedev and i love that i branched into the relatively underdeveloped discipline of 3D native web games bc in stuff like unity and unreal you're rightfully told off by your teammates if you want to make systems from scratch when there's 453557273 existing tools that do what you want and more so it's great for the person who wants to get their game done but a torture of the poet's soul for the person who wants to learn how everything about gamedev works. however on web it's on such a sweet spot where the solid basics are there (webGL, three.js) so you don't need to know assembly to be able to create a new game menu but not everything has been done so you can still work on stuff like pathfinding or tiling dungeons or VR controls, things that were mostly pre-handled by third party assets on every unity project i did at work. i want to get into godot for the same reason!! don't talk to me about employability i don't know her
#my dream goal is to be able to contribute to openGL or webGL but its a long road ahead before i can get there#if i can contribute to three.js or blender i will be so happy and that doesnt feel so unattainable anymore i just need to be brave about it
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Nuclear Energy and Geography
Did you know that there are 13 main types of Nuclear reactors in use in the 20th and 21st centuries? They each do the same thing, generate electricity, but they do so in unique ways. The world is like that. Humanity is neither one world nor many worlds. It is, instead, a nuclear reactor, a complex organism that is simultaneously a complete object, made up of many smaller components. Nuclear reactors are highly complex and refined tools used to generate power; however, different designs are used in various areas that need specific results. This is similar to cultural preferences in food and clothing in the context of human geography. A people group who live in the mountains will eat food available there and dress for that type of weather. This is similar to the MAGNOX reactors used by Britain, which made use of naturally occurring graphite. This essay will highlight the unity and differences in our world that create a unified earth, separated by particular needs and cultural differences. They will be showcased through an explanation of the following modern nuclear reactor styles: PWR, BWR, and AGR. PWR will showcase humanity's use of languages and how that use can unify or destroy relations. BWR will showcase how cultural diffusion and mobility impact and shape our planet. AGR will highlight how humans use hope and other primal concepts to create our own saviors. PWR reactors, also known as pressurized water reactors, are some of the most common in the US. They are known for keeping potentially contaminated coolant water separate from clean water, which is then turned into steam for power generation. So, what does a popular form of reactor have to do with the united division of Earth? A whole lot! PWR reactors are like language. Did you know that it is estimated that the entire Earth contains over 7,100 different languages, and that every 14 days, a language disappears? ()PWR reactors, much like the top 10 most widely spoken languages on Earth, tend to overshadow smaller reactors or languages. Sometimes it's for good reason; PWR reactors are known to be safe due to their containment system. Popular languages are popular because there are more speakers and are thus used in more areas. The top ten most popular languages are found on page …. Of “Textbook name here” and are as follows: Unfortunately, though, this can sometimes cause cultural erasure, as the ease of using one of the top 10 languages, can cause stories or other idiomadic cultural aspects of the original people groups to be lost. The best way to think of the Earth is like bubble wrap. Each bubble is separated, but connected. None can exist without the other. Earth cannot be divided because its languages are based on similar concepts and communicate needs. However, she cannot be united because the methods of communication are vastly different from each other. The most popular languages around the globe connect the minor dialects and terminology. Some languages are spoken by millions, such as Chinese or Irish; others are on the verge of extinction with fewer than 1,000 native speakers, such as Seri. Each of these languages offers insight into their cultures and communities. Language is intertwined with identity, making it an essential part of humanity and human culture. It unites us by allowing communication. But it can divide us if someone does not speak the same language! This division can be minor, such as having difficulties asking where the milk is in a grocery store or needing a separate menu at a restaurant. However, sometimes these minor issues can turn into great disputes. Unfortunately, spoken language is easy to notice when looking for cultural differences. Thus, sometimes speaking a foreign tongue can cause conflict with others. Some people argue that the best way to avoid this conflict is to submit to a unified, global tongue, spoken by all. This would, of course, alleviate conflicts and make the Earth a less divided planet. However, as with any form of cultural change, it runs the risk of losing the distinctive aspects of individual people groups.
#history#english#nuclear energy#geography#essay#writing#nonfiction#science#woofsbadwriting#part 1/4#no beta we die like jason todd#this is mine
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to do list so i can finish my game demo
fix bug getting index of beep boops
actually process samples and move them to unity
finish decorating every cg scene (12/12)
have clothes do a transition effect
make all their names have suits
download fully formatted dialog for cgs
change code in cgManager to look for dialog files so i dont have to manually do that
finish exporting generic dialog
edit dialog system to check if an event in generic exists, then roll a dice to see if we go generic or unique, then use the log formula to get the index
make menu not fucky
move UI to all 12 cg scenes
make the fucking logo
add beep and boops to clicking things - both taunts, move phase, menus, i.e. every button
add a credits and link to a patreon or bsky
play test :)
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familial cannibalism has a powerful presence in chinese history + as a popular literary trope in chinese myths and texts; fathers tricked into eating their sons, sons who display a nonchalance or even willingness to eat their fathers (vice versa for fathers taking the act of eating sons in stride). and ofc these male figures are frequently political leaders & generals; voluntarily eating their own kin is a sign of accomplishment, pride, power, strength. men in power proving they can remain solid & unshaken in the face of utmost brutality.
the whole phenomenon of filial slicing 割股 where younger members and/or children of the family cuts out a part of their body (usually the thigh, but organs are also on the menu) for the parents to eat. both a medicinal means to cure ailing parents and bring the family together via ritual bond.
it entered mainstream chinese society in the late-ming period. and is also a way in-laws can secure a position and/or establish a deeper tie with the other family, eg. a bride giving up her flesh to the mother-in-law entrenches her in the husband's family.
and the ancient chinese practice of sacrificing your firstborn son - to be shared as food amongst the family + other parties like local rulers (who is, again, a male lord or royal aka. an imperial patriarch). exactly because eldest sons are so valued, so prized they are imagined to be a profound flavour befitting of the heavens. so much so they're killed, then dismembered as infants, then turned into sacrificial meat (using the term zuo 昨 which means "meat" as well as "blessings / fortune"); this duality of first-sons as dehumanized victims & also harbingers of prosperity and social order.
and the custom is meant to be a communal event. it's important that eldest son is divided amongst a group in a ritual feast. something for the family to share internally or the people in society to partake in. or, on a greater scale, a portion of the sacrificed son becomes a token of friendship to secure an alliance with other regions. your firstborn son is also a political instrument to secure national stability and safety.
cannibalism inside the chinese family is pretty versatile, it's deployed for a variety of reasons chronic in chinese society: an attribute for the indomitable, power-hungry male ideal. an act of filial piety. a sacrifice in order to ensure the welfare of greater society, be it through gods or governance. and consistently, it's a form of violence which nurtures a closeness and unity amongst the perpetrators.
the confucian structure and traditional chinese thought as a whole breeds parent/child violence in the name of material profit and social wins. it's a filial piety issue & a patriarchal system issue & a pragmatism policy issue, and so on.
#鹤唳华亭#me is mark#this is about hlht btw#xdq and xdt and xcp aren't consumed and they don't consume because there is real love in their families#and the affection stymies extremities like cannibalism in the family i think#but the same ideology and values which enables these customs and cultural phenomenons in the first place runs the hlht narrative#women will give up their children to be a part of their husband's family and gain the security in that#fathers will attack their sons and sons will do so too#in order to gain the qualities of the ideal ruler#firstborn sons must be divided and shared among the people for the greater good / to broker peace#there is terrible violence in the family so everything can be well#whichhhhh of course makes it significant when nezha & hlht make use of it to challenge instead#(the act of returning your body to your parents in filial slicing and parent/child cannibalism is present in both stories)#(but as a show of defiance and spite and moral interrogation as opposed to loyalty and filial piety)
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It's Showtime! - June 2024 Devlog
Howdy! Cobalt here, for another devlog over It's Showtime. This month was actually really swell, especially since I got more of my adhd meds recently. So I should be getting way more done in the coming months, yippee!
Programming wise, not a lot was done this month I've mostly spent it changing a few things about the way the map is built. Particularly I'm gonna need to rebuild most of the first floor. However in the long run it should be for the better, for stuff like performance and making it easier to add more to it. I also just needed a break after all I did last month. I have created things like the base for the main menu, a proper testing room and a lot of coding for the cut scene system though!
Writing wise, a ton of progress was made. Most of the major writing for Chapter 1 is done! Or at least on a great first draft. So very soon Chapter 1 will be done writing wise. [For the record currently the in depth writing for Chapter 1 is 7,122 words long] Chapter 2 also had a significant amount of its in depth writing done, almost all of the 'intro' is written out but obviously I'm trying to focus more on Chapter 1 right now. Speaking of the other chapters and such. Chapter 2's summary is almost done, with some things just needing some elaborating or bridging with other parts of it. Chapter 3 has 3 thousand words written in its summary currently, so a lot of what goes on in that chapter has been written out. I recently had a ton of revelations about what is going to happen in Chapter 4 and Chapter 5 has also had a lot added to its summary. Sadly, writing wise, I simply cannot reveal much more without getting into spoilers.
I've also been learning Blender a lot lately. I'm working on a few models, none of them for It's Showtime quite yet. [well besides the walls and floors for the first floor] However soon I'm gonna be trying to make Henry's first model and animations for the game. Probably won't be the final one used for the project, or even the one you'll see upon chapter 1's release, but we'll see. Sadly, a lot of this process is simply tutorials and looking things up, then double checking those things to make sure they can be used in Unity, aren't performance heavy and will work with the systems I've already got in place. Art wise, me and my partner have gotten a lot of fun concept art done.
We've also started a sketchbook purely for Encore! related drawings. We've got so much fun stuff to show you guys when more is done, but for now, I'd love to show off a proper look at Henry's design.
Here we have Henry's reference, specifically for his in-game appearance.
The sketchy reference made for modeling him out. Yes, he is tastefully nude in this appearance. That's just the way it has to be.
Then finally a rough run cycle I animated to show off his character and as practice for when the proper 3D gets made. I'm really proud of how this came out and I hope it gives you guys a good idea for what to expect from him character-wise. As always, feel free to ask any questions about this project and its story if you'd like. I'll do my best to answer them without giving too much away! See you next month!
#it's showtime#not ask#Devlog#bendy and the dark revival#bendy and the ink machine#batim#batdr#Bendy Encore#Bendy fangame#queer horror#indie horror game#indie horror#mascot horror#mod whirly#warning for a bit of nudity/a shirtless henry
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Game Maker's Toolkit on YouTube attempts to redesign Echoes of Wisdom's Echo Menu
One of the common critiques of Echoes of Wisdom was that its user interface, or “UI” for Echoes was slower than King Zora in Ocarina of Time, leaving many fans wanting something better. Game Maker’s Toolkit on YouTube decided to take a shot at the issue themselves and used Unity to create five potential alternative systems. Game Maker’s Toolkit is hosted by Mark Brown and covers a variety of…
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Days 34-42 of coding everyday for a year and man has it been busy 😮💨
First of all I've been working very hard in my C# class and I have been impressing my teacher as per usual. Then C++ has been going well learning the syntax of C++ has been a journey, because it's very different from what I'm used to with C#. Then I have been coding more of the Unity game my studio has been working on adding a difficulty system, and a main menu settings page. The UI is much to be desired, but I'm still learning.
The next few days I'll be working on more C# homework, practicing C++, and working on json files for the game to create viewers for the chat.
#self improvement#cosmickittytalk#codeblr#csharp programming#csharp is superior#csharp#cs major#unity game engine#unity game development#unity 3d#learning new syntax#cplusplus#c++#college#college life#learning programming#learning to code#coding challenge#coding for a year#coding exercises#coding#girls who code#girls in stem#game design#game development#indie games#gamedev#pc games#paired programming#game programming
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Starfield ng+ could be a great meta game system, like in one of travelings to Unity you get greeted not by yourself but someone from TES or Fallout or other Bethesda and/or xbox games and you can just start playing that game from there... if you want to get back you can choose going back to starfield from some menu. And then you get some new options in dialogues bragging you've been to totally different worlds and experience stuff so incredible (but nobody really believe you not even other Starborns lol)
it probably requires game pass but...hey, that's a good business opportunity and Xbox should consider it.
#starfield#some random thoughts#why limit to starfield when you can travel to all kinds of worlds?#use the many-world theory well bethesda!#stafield spoiler#my post
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Developer's Log: Introduction & Unity Template Update
Hello, I'm Mony Dragon, Director of Development at Dragon Lens Studios. Today marks the beginning of my developer log journey, shedding light on my Unity development experiences. As someone deeply passionate about game development, my goal is to inspire and guide fellow and aspiring game developers.
What I'm Up To:
Currently, I’m working on a comprehensive 2D Unity template set to launch on itch.io. My vision? A template that's robust, user-friendly, and serves all 2D development needs. It boasts features like a dialogue system, message system, and saving/loading data persistence, among others. The newest additions? An in-game console and debug menu.
Unity's Pricing Changes:
While Unity has recently announced pricing alterations, I remain committed to the platform, optimistic about its stability and accessibility.
Join The Journey:
Want a sneak peek at the template? Drop me a message, and you might score early access to its beta version. Stay tuned for regular updates, insights, and progress showcases from Dragon Lens Studios and me.Thank you for being a part of this exciting journey.
#DeveloperLog#MonyDragon#DragonLensStudios#Unity#GameDevelopment#2DTemplate#itchio#GameDev#UnityDevelopment#IndieDev#codeblr#csharp#charp is superior#programming#rider ide#GitKraken
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